Week Nine in the Valley

You can dig a cellar under your farmhouse now and fill it with kegs, turning milk and eggs into yogurt, cheese and pickled eggs in real time. Every daily thing in the game also moved onto a single reset at your own midnight, and the World screen got a tidy-up.

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Down in the Cellar

You can dig a cellar under your farmhouse now and fill it with kegs. Milk and eggs go in, and yogurt, cheese and pickled eggs come out in their own time. Before that landed, every daily thing in the game got pulled onto one clock, and the World screen got a tidy-up that put the things I kept hunting for in one place.

Cellars and kegs

Dig down under the farmhouse and you get a room to fill with kegs. You pick where the stairs go, and you can move them later if you decide you'd rather they were somewhere else. Olive will show you the way at farming level 3.

  • A keg takes one milk or one fresh egg and works on it in real time. Pickled eggs are quick, yogurt takes about a day, the cheeses take longer, and parmesan is a proper wait.
  • Whatever quality goes in is what comes out, and a finished batch left sitting ages one grade finer.
  • Kegs come in wooden, iron, golden and sonorite. A better keg doesn't work faster. It unlocks finer products, more often finishes a batch a grade above what went in, and now and then hands you two.
  • Upgrading a keg you already own costs less than building a new one.
  • Kegs are built from planks, and Maple will saw planks from your wood.
A keg working on a batch down in the cellar
A keg working on a batch down in the cellar

The old instant recipes for yogurt, cheddar, goat cheese and parmesan are gone now that the cellar does it properly. Those foods are worth more to match the waiting.

One reset, at your midnight

Your daily jobs used to run on a mix of clocks. Some drifted a little later every day, others reset at an hour that had nothing to do with your day, so it was easy to lose track of what you'd already done.

They all share one reset now, at your own midnight, the same one your steps already use: watering, pet cuddles, villager chats and gifts, your farm's daily gift, and price decay.

Nothing to write down, and nothing to stay up for. Come by whenever it suits you and it'll all be waiting.

The World screen got tidier

The four activities fit on one row now instead of two, which left a strip of space underneath. I filled it with shortcuts to the things I kept looking for, and each one carries a bit of state.

  • Guild shows how many bounty rewards you have sitting unclaimed.
  • Cookpot shows today's featured ingredient and any blessings still burning.
  • Mailbox only turns up when you have unread post, with the count on it.
  • Villager Requests shows how many are ready to hand in, which villagers are waiting on you, and nudges you if you haven't picked today's yet.
The tidied World screen, with the four activities on one row and the new shortcuts underneath
The tidied World screen, with the four activities on one row and the new shortcuts underneath

If you liked the old view better, it's under More, then Settings, then Home Screen, then "Detailed World screen". The new one is off by default for your first week in the game, since there's already plenty to take in.

Balance

  • Price decay loosened up. Selling in bulk now earns roughly 25 to 35% more than it did.
  • Foraging wood yield went up. More and more of the game calls for wood, kegs included.

Festival leaderboards

Starting with the current Egg Hunt, you can only opt into the leaderboard on the first day. If you opt out, you won't be able to join it on the second day. Most of you leave the toggle on all the time, in which case nothing changes.

A few more touches

  • Guild leaders can now unban players they've kicked.
  • Added an auto mode shortcut to the fishing results, matching mining and foraging.
  • Added an explainer to the price in your bag, walking through the price decay numbers.

Bug fixes

  • Fixed the bag showing two separate consumable filters. There's just one Consumables tab now.
  • Fixed Quick Buy in the Craft tab saying "Not enough gold" when the market simply had fewer of an ingredient listed than the recipe needed. It buys what's there now and shows the real total.
  • Fixed the keyboard covering the name box when naming a new animal at Maple's.
  • Fixed sell prices in the bag flashing a higher number before settling to the one in the item view.
  • Fixed some iOS interior bugs.
  • Fixed some popups not fitting on screen on smaller devices.
  • Fixed the expedition step cost slider occasionally getting stuck.
  • Fixed emoji appearing below the nickname on the pier.

Nine weeks in

That's week nine. A cellar to dig out, one clock for your dailies, and a World screen that's easier to read at a glance. Let me know how the kegs go once you've had a few batches through them. Thanks for the reports and ideas, as always. On to week ten.

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